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I would have loved to have gotten in 10 more levels, but compared to other games in the class, 15 is a lot. And it seemed to get a pretty warm reception during yesterday's demo, too. Looking forward to tomorrow's now, although I'll probably be playing more of the others than watching people play mine.

It's also missing a "ghost vision" feature we tossed around quite a lot during development, but never quite got around to implementing. The hope was phasing would build into it, but alas that never came to be.

I'm not hating on it. xD I'm gonna give it another shot shortly as well; I just was a little surprised when I first played, since it seems a little odd, given I'm used to platforms that keep your character. =P

I'm not hating on it. xD I'm gonna give it another shot shortly as well; I just was a little surprised when I first played, since it seems a little odd, given I'm used to platforms that keep your character. =P

That Tetris level was a surprise, though. =P

It's fine, it's fine.

You're faaaaar from the only person to mention that part anyways. Our reasoning was you're a ghost... so what friction's going to drag you along when really you're just floating on the platform? But because so many expected you to move with it, that became a problem. And I totally understand where you're coming from. If I were to continue (and we just might out of fun), its something I would change.